Yitao Liang

AI
h-index2
5papers
558citations
Novelty60%
AI Score49

5 Papers

48.9AIFeb 3, 2023Code
Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents

Zihao Wang, Shaofei Cai, Guanzhou Chen et al. · pku

We investigate the challenge of task planning for multi-task embodied agents in open-world environments. Two main difficulties are identified: 1) executing plans in an open-world environment (e.g., Minecraft) necessitates accurate and multi-step reasoning due to the long-term nature of tasks, and 2) as vanilla planners do not consider how easy the current agent can achieve a given sub-task when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient or even infeasible. To this end, we propose "$\underline{D}$escribe, $\underline{E}$xplain, $\underline{P}$lan and $\underline{S}$elect" ($\textbf{DEPS}$), an interactive planning approach based on Large Language Models (LLMs). DEPS facilitates better error correction on initial LLM-generated $\textit{plan}$ by integrating $\textit{description}$ of the plan execution process and providing self-$\textit{explanation}$ of feedback when encountering failures during the extended planning phases. Furthermore, it includes a goal $\textit{selector}$, which is a trainable module that ranks parallel candidate sub-goals based on the estimated steps of completion, consequently refining the initial plan. Our experiments mark the milestone of the first zero-shot multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly double the overall performances. Further testing reveals our method's general effectiveness in popularly adopted non-open-ended domains as well (i.e., ALFWorld and tabletop manipulation). The ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the $\texttt{ObtainDiamond}$ grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.

20.7AIOct 12, 2023Code
MCU: An Evaluation Framework for Open-Ended Game Agents

Xinyue Zheng, Haowei Lin, Kaichen He et al. · pku

Developing AI agents capable of interacting with open-world environments to solve diverse tasks is a compelling challenge. However, evaluating such open-ended agents remains difficult, with current benchmarks facing scalability limitations. To address this, we introduce Minecraft Universe (MCU), a comprehensive evaluation framework set within the open-world video game Minecraft. MCU incorporates three key components: (1) an expanding collection of 3,452 composable atomic tasks that encompasses 11 major categories and 41 subcategories of challenges; (2) a task composition mechanism capable of generating infinite diverse tasks with varying difficulty; and (3) a general evaluation framework that achieves 91.5\% alignment with human ratings for open-ended task assessment. Empirical results reveal that even state-of-the-art foundation agents struggle with the increasing diversity and complexity of tasks. These findings highlight the necessity of MCU as a robust benchmark to drive progress in AI agent development within open-ended environments. Our evaluation code and scripts are available at https://github.com/CraftJarvis/MCU.

25.8AIJan 21, 2023Code
Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon Prediction

Shaofei Cai, Zihao Wang, Xiaojian Ma et al. · pku

We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning such policies: 1) the indistinguishability of tasks from the state distribution, due to the vast scene diversity, and 2) the non-stationary nature of environment dynamics caused by partial observability. To tackle the first challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage the emergence of goal-relevant visual state representations. To tackle the second challenge, the policy is further fueled by an adaptive horizon prediction module that helps alleviate the learning uncertainty brought by the non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method significantly outperforms the best baseline so far; in many of them, we double the performance. Our ablation and exploratory studies then explain how our approach beat the counterparts and also unveil the surprising bonus of zero-shot generalization to new scenes (biomes). We hope our agent could help shed some light on learning goal-conditioned, multi-task agents in challenging, open-ended environments like Minecraft.

6.4LGOct 11, 2024
Low-Dimension-to-High-Dimension Generalization And Its Implications for Length Generalization

Yang Chen, Long Yang, Yitao Liang et al.

Low-Dimension-to-High-Dimension (LDHD) generalization is a special case of Out-of-Distribution (OOD) generalization, where the training data are restricted to a low-dimensional subspace of the high-dimensional testing space. Assuming that each instance is generated from a latent variable and the dimension of the latent variable reflects the problem scale, the inherent scaling challenge in length generalization can be captured by the LDHD generalization in the latent space. We theoretically demonstrate that LDHD generalization is generally unattainable without exploiting prior knowledge to provide appropriate inductive bias. Specifically, we explore LDHD generalization in Boolean functions. We verify that different architectures trained with (S)GD converge to \emph{min-degree interpolators w.r.t. different independent sets}. LDHD generalization is achievable if and only if the target function coincides with this inductive bias. Applying the insights from LDHD generalization to length generalization, we explain the effectiveness of CoT as changing the structure latent space to enable better LDHD generalization. We also propose a principle for position embedding design to handle both the inherent LDHD generalization and the nuisances such as the data format. Following the principle, we propose a novel position embedding called RPE-Square that remedies the RPE for dealing with the data format nuisance.

4.1LGOct 5, 2025
On the Limitations and Capabilities of Position Embeddings for Length Generalization

Yang Chen, Yitao Liang, Zhouchen Lin

In Transformers, Position Embeddings (PEs) significantly influence Length Generalization (LG) performance, yet their fundamental role remains unclear. In this work, we investigate the limitations and capabilities of PEs in achieving LG. We theoretically analyze PEs in Position-Only Linear Attentions (POLAs), introducing Linear Representation Complexity (LRC) to characterize when PEs enable LG. Our analysis shows that PEs do not expand computational capabilities but structure learned computations across positions. Extending to practical Transformers, we propose Sequential Representation Complexity (SRC) and conjecture that LG is possible if and only if SRC remains invariant across scales. We support this hypothesis with empirical evidence in various reasoning tasks. To enhance LG, we introduce Scale Hint, allowing flexible instance scaling, and a Learning-Based Position Embedding framework that automatically learns positional relations. Our work provides theoretical insights and practical strategies for improving LG in Transformers.